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Thread: Skill Impact | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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avalon00x
Bad-mannered
Known Hero
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posted November 28, 2011 11:20 AM |
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Quote: Skills that need a buff:
Logistics and snatch should be combined, and then buffed.
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Also are you kidding me about reinforcements?! Units past the original limit leave at the end of the battle, but the rest stay. It is effectively an army size scaling preemptive resurrect that doesn't cost mana. It rocks! It means being able to creep late game without losses like a necro!
You want Logistics buffed even more?
if you pick it on day 1 you get 21 extra movement per week
84 in a month this is pretty big to me.
You are correct about Reinforcements deffeniatly one of the best starting skills out there. eventho this is mostly becouse of the predictible AI.
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ChaosDragon
Famous Hero
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posted November 29, 2011 04:08 AM |
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Please thought about overall balance and try it with all factions before saying this need a buff and that need a nerf.
Quote: Skills that need a buff:
All stat boost skills need like a 50% buff, at least.
I agree, though it maybe better if it increase damage spell in percent, my point is to make damage spell useful in late game, but not overkill like in HoMM V warlock.
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Logistics and snatch should be combined, and then buffed.
Logistic is fine as it is, though maybe the bonus should be in percent. Just like the above poster mentioned, the effect of logistic is meant to be cumulative.
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Battle march should add another bonus, maybe initiative.
No, it cause imbalance among faction, example of this, look at sanctuary which doesn't have any flyers, other faction that has numerous flyers like haven will screw sanctuary.
The speed bonus alone already good enough if you used it right. Some abilities seems not useful by itself, but combine it with another abilities, that abilities become devastating, example is battle march + heroic charge.
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All siege masters suck, first should be buffed, others shouldn't be damage (maybe initiative or defense penalties or something).
Never tried this, but i think we should be able to choose our catapult target.
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Non scaling damage spells are generally bad outside of campaigns (but they should be left that way to punish noobs who pick them).
This one need a buff indeed. But if it is buffed i hope the scaling is reasonable.
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All level 1 and 2 war cries and warfare, except flawless assault need a buff, especially scaling for higher level heroes.
Some like rush and warlord command still usefull for late game, some factions need to rush more than 1 slow unit to the front, after heroic charge is spent, it's only option is in rush. Again not all ability seems useful on itself, but its usefulness can relate to other abilities, like this one.
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Grounded, Frozen Ground, Ice Wall, Terror, Weakness, and Teleport need buffs.
Grounded does have very conditional use indeed, need slight buff maybe.
Frozen ground and ice wall is already fine as it is.
Terror, on some faction may not be useful, but for inferno, its purpose is to delay your enemy, to buy you time so you can gate and gate as much as possible, inferno racial ability is the hardest to increase, mainly because to increase it you need to deal critical or enemy fumbling, which there are no good skills or magics that can increase it, unlike haven which has burning determination.
Weakness is good enough.
Teleport is fine as it is, it is situational indeed, i mean rarely used, but in some faction it can work wonder, again i find this only in inferno, the trick is teleporting juggernaut behind your forces so your enemy stacks are taunted but can't reach the juggernaut because they are blocked by your units, thus effectively shut them down, if you can corner most of their stacks, your opponet is already defeated unless he/she can kill the juggernaut very very very fast which in most case rarely happen if you played it right.
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Earthquake needs a buff, and erosion shouldn't exist.
Haste / Slow should last longer.
Puppet Master should boost the units initiative so that it isn't just dispelled as soon as it is cast, and not be so hard to build up to 2 turn effect.
Earthquake is fine as it is, a little overpowered maybe in later levels.
Regarding erosion, i think perhaps it exist so you can damage walls when Earthquake is in cooldown.
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Magic Affinity, Time Stasis, and Stone Skin desperately need nerfs.
Magic affinity is meant for might hero who wants to go hybrid, or for power creeping in some magic hero cases.
Imo Stone skin is fine, it is one of the skill which already serves its purpose perfectly in this game.
Time stasis is fine as it is, this game need good tier 3 magic skills, and this is one of them. Most faction except orc can access this, no need to nerf it.
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Miru
Supreme Hero
A leaf in the river of time
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posted November 29, 2011 04:31 AM |
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Edited by Miru at 04:34, 29 Nov 2011.
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Quote: Please thought about overall balance and try it with all factions before saying this need a buff and that need a nerf.
I do, of course.
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Battle march should add another bonus, maybe initiative.
No, it cause imbalance among faction, example of this, look at sanctuary which doesn't have any flyers, other faction that has numerous flyers like haven will screw sanctuary.
The speed bonus alone already good enough if you used it right. Some abilities seems not useful by itself, but combine it with another abilities, that abilities become devastating, example is battle march + heroic charge.
Yes, it is pretty good in sieges, but you will probably do less than 10 sieges in a game. Admittedly they are probably the most important battles in the game, but still picking a spell that triggers this infrequently warrants a larger bonus than 2 speed.
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All level 1 and 2 war cries and warfare, except flawless assault need a buff, especially scaling for higher level heroes.
Some like rush and warlord command still usefull for late game, some factions need to rush more than 1 slow unit to the front, after heroic charge is spent, it's only option is in rush. Again not all ability seems useful on itself, but its usefulness can relate to other abilities, like this one.
I disagree on rush. Rush is pretty useful, but late game your heroes turns are very, very valuable (like boosting all units defense by 20%, or disabling an enemy unit), and rush just does not cut it (except for sun riders, as mentioned).
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Grounded, Frozen Ground, Ice Wall, Terror, Weakness, and Teleport need buffs.
Frozen ground and ice wall is already fine as it is.
Terror, on some faction may not be useful, but for inferno, its purpose is to delay your enemy, to buy you time so you can gate and gate as much as possible, inferno racial ability is the hardest to increase, mainly because to increase it you need to deal critical or enemy fumbling, which there are no good skills or magics that can increase it, unlike haven which has burning determination.
Weakness is good enough.
Teleport is fine as it is, it is situational indeed, i mean rarely used, but in some faction it can work wonder, again i find this only in inferno, the trick is teleporting juggernaut behind your forces so your enemy stacks are taunted but can't reach the juggernaut because they are blocked by your units, thus effectively shut them down, if you can corner most of their stacks, your opponet is already defeated unless he/she can kill the juggernaut very very very fast which in most case rarely happen if you played it right.
Again, as with rush, these spells are just not worth the time to cast, especially terror. If I am going to use a 3rd tier spell slot and that much mana per cast, I want more than a 1 tier delay and 15% debuff to a single unit.
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Earthquake needs a buff, and erosion shouldn't exist.
Haste / Slow should last longer.
Puppet Master should boost the units initiative so that it isn't just dispelled as soon as it is cast, and not be so hard to build up to 2 turn effect.
Earthquake is fine as it is, a little overpowered maybe in later levels.
Regarding erosion, i think perhaps it exist so you can damage walls when Earthquake is in cooldown.
Are you kidding me? It takes 3 turns to bring down a section of wall with those spells. I could cast mass stoneskin, reinforcements, and mass life drain OR bring down one castle wall (comparable mana costs too, sadly).
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Magic Affinity, Time Stasis, and Stone Skin desperately need nerfs.
Magic affinity is meant for might hero who wants to go hybrid, or for power creeping in some magic hero cases.
Imo Stone skin is fine, it is one of the skill which already serves its purpose perfectly in this game.
Time stasis is fine as it is, this game need good tier 3 magic skills, and this is one of them. Most faction except orc can access this, no need to nerf it.
Magic affinity allows casters to basically cast spells all the time in every battle. The whole point of magic is that you have to reserve your mana, because it is finite.
Stone skin is WAY over powered, the second most broken ability in the game. You can be pushing 50% damage reduction by the end of a campaign, and you can have it on all the time. Coupled with magic affinity 2&3 and you have nearly halved your army losses. Even in the beginning of the game 15% damage reduction is very good.
Time Stasis is my favorite spell and the most overpowered of all. Coupled with petrify I can easily take on deadly level creeps with no losses. Three or four (with max tears) turns of removing your opponents best stack, and being able to attack it with no retaliation?! I obliterate champion creeps with this, and tear up enemy heroes. If I could take the skill multiple times and add extra charges I would take this at least 3 times on every magic hero.
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.
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Dave_Jame
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted November 29, 2011 08:29 AM |
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@Miru
OK seriously Why do you use Campaign heroes as a examples of balance? These heres are created over 4 maps. With a much bigger number of atribute bonuses gathered from structures and artifacts throuout the 4 maps. They are not used to compete with other players. If you want to focuse on balance, focuse on custom maps and Duels.
I'm not saying that those skills are not bugged or inbalanced. I do not use those overpower once that often. I'm just saying you use a bad meter by focusing on the Campaign heroes.
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Miru
Supreme Hero
A leaf in the river of time
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posted November 29, 2011 08:35 AM |
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I'm not using campsign heroes as my unit of balance. I said that stone skin goes all the way up to 50%, in the campaigns. Obviously it doesn't go that high in regular maps, but it does too strong.
Also I failed to mention meditation. It currently does something different from the description, so I don't know which effect is intended, but either is broken for high max mana heroes. It, like magic affinity, allows magic heroes to cast indiscriminately.
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.
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feluniozbunio
Promising
Supreme Hero
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posted November 29, 2011 08:52 AM |
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From what i understand and tested stone skin gives your units number of defence points corresponding to the given percentage when counted from 0 defense. The thing is every cerature and every hero has its own defense so the final effect is nowhere near the percentage displayed as more % defense you have the less you get with each point. I dont think the skill is OP at all. Especially because it doesnt work vs magic attacks (spells , hero attacks and some creatures)
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ChaosDragon
Famous Hero
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posted November 29, 2011 10:26 PM |
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@Miru
Felun is right, stone skin doesn't do like what the tooltip said. It give bonus defence, just like ice armor, but stone skin gives higher bonus.
Meditation is bugged i think, so does the +magic power skill, sometimes it increase your hero stat, sometimes it doesn't.
What i mean balance is againts player of really equal skill or close to you.
I'm not going to argue since this thread seems not intended for a debate thread, but let me present you with some situation.
Quote:
Yes, it is pretty good in sieges, but you will probably do less than 10 sieges in a game. Admittedly they are probably the most important battles in the game, but still picking a spell that triggers this infrequently warrants a larger bonus than 2 speed.
From what i guessed, you prefer magic hero more than might, now if you use might hero, your spell will not be as good as magic hero and second, mana is low, third, using spell to boost more than 2 speed means using your hero turn, we all know that a turn of hero is very valuable. And there is only one spell in the game which is in prime school, that is haste, orc doesn't have prime magic.
So that battle march still has its use in case of might hero. It synergy well with some faction.
True, siege doesn't happen frequently, but it also depends on map.
Quote: I disagree on rush. Rush is pretty useful, but late game your heroes turns are very, very valuable (like boosting all units defense by 20%, or disabling an enemy unit), and rush just does not cut it (except for sun riders, as mentioned).
Again, that is magic hero, i didn't said rush is the star of the battlefield, i mean it is used as back up ability not the primary one you should cast.
Keep in mind though all buff spells you used are supceptible to dispel and purge while rush doesn't.
Quote: Again, as with rush, these spells are just not worth the time to cast, especially terror. If I am going to use a 3rd tier spell slot and that much mana per cast, I want more than a 1 tier delay and 15% debuff to a single unit.
Grounded yes, ice wall yes, but the rest isn't not useful.
Frozen ground is one of the more useful water magic in fact.
Weakness is just the equivalent of inner fire, it just work differently.
Terror, try inferno, you might understand what i mean, again i never said you should cast it as your main spells, but it is nice as back up, having more than one nice cards never hurts, considering most spells and abilities in this game has cooldown. And it depends on your enemy faction too, againts specific faction and specific condition terror is useful.
Teleport, same with terror. Although teleport is not used that often indeed, need some slight buff maybe.
Quote: Are you kidding me? It takes 3 turns to bring down a section of wall with those spells. I could cast mass stoneskin, reinforcements, and mass life drain OR bring down one castle wall (comparable mana costs too, sadly).
Again, it seems you assume it in case of only your favourite faction, clearly indicating you haven't thought of overall balance.
Try sanctuary againts necro or inferno siege, againts player of equal skills. In ranged game you will lose, no defence againts their magic ranged damage shooter, your ranged damage is cut by half, great.
In case of magic hero, there are several useful spells that is the star of this condition, and one of them is earthquake, and in later levels it does more than 3 wall damage. Note that i never said it must be cast immediately.
But do keep in mind, debuffs and buffs are dispellable, what if your buffs and debuffs are dispelled? you are back to normal ranged game which you'll lose easily in siege, earthquake on the other hand is not, so does summon spells.
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Magic affinity allows casters to basically cast spells all the time in every battle. The whole point of magic is that you have to reserve your mana, because it is finite.
Stone skin is WAY over powered, the second most broken ability in the game. You can be pushing 50% damage reduction by the end of a campaign, and you can have it on all the time. Coupled with magic affinity 2&3 and you have nearly halved your army losses. Even in the beginning of the game 15% damage reduction is very good.
Time Stasis is my favorite spell and the most overpowered of all. Coupled with petrify I can easily take on deadly level creeps with no losses. Three or four (with max tears) turns of removing your opponents best stack, and being able to attack it with no retaliation?! I obliterate champion creeps with this, and tear up enemy heroes. If I could take the skill multiple times and add extra charges I would take this at least 3 times on every magic hero.
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Stone skin is just what like Felun said above.
Time stasis is fine as it is, not overpowered at all, now if you nerf it, what good does the tier 3 tear tree of prime magic have? none.
Besides, it is dispellable and you can make your forces immune to that using mass purity. It has its counter, so it is not overpowered at all.
Do keep in mind, that buffs and debuffs both the mass version or the single version have cooldown in this game, unlike the previous heroes games. What i mean is, in previous heroes games, when your buffs or debuffs are dispelled you can cast it again in next turn, but it doesn't work like that in heroes 6.
edit:
I never want to argue, but some people sometimes judge and act to quick before considering all kind of scenario and possibilities, this often turn a balanced game to bad game because most developers in the end will usually forced to listen because it is what the majority of masses said then they patch the already balanced game to imbalanced game (bad game), unless they want to lose their source of income by not listening to what their consumer said.
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fetyukov
Tavern Dweller
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posted November 30, 2011 12:32 AM |
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I think the real problem here is a lack of diversity. There should be more faction-specific spells/abilities that actually make the heroes feel different. Why isn't there a sanctuary specific spell-book? Or perhaps a few extra spells in the water book for sanctuary only? The skill system doesn't make any hero feel unique as it did in heroes 5.
Also, there should be more skill linking "trees" (powerful abilities that require some investment of 6-8 points in previous skills)that force people to pick between what is immediately useful and what will be helpful in the future, none of this "oo, I'm level 15, I'll just take everything".
That's just me anyways.
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xerox
Promising
Undefeatable Hero
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posted November 30, 2011 01:02 AM |
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I don't like the idea that for instance Sanctuary should get some racial water spells. I am all in for more racial diversity, but I don't like that a faction like Sanctuary is encouraged more than other factions to always go for Water/Air magic.
Personally my way of adding racial diversity for all factions would be to add some kind of talent tree.
It would contain perks which improves your factions, and for each level you would have three choices.
For instance, if your Hero reaches level 5, your faction would reach a new Racial level. You would get to choose between one of three perks and for a tier that would be about improving your creatures, the choices could look like this:
A. Flight of the Kirin: Allows your Kirins to fly.
B. The Grace of Water: Mizu-Kami gains Immaterial (moves through objects) and Mist Trail (Kirin's ability).
C. Wrath of the Kappa King: Allows you to use Leap in any direction and it increases the survivability of the Kappa.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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ChaosDragon
Famous Hero
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posted November 30, 2011 01:10 AM |
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I think the abilities related to the path (blood/tear) is already faction specific spells/skills.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted November 30, 2011 02:21 AM |
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That sounds really awesome actually.
The reputation abilities are related to the special skills the hero gets as a result of their playstyle. Those abilities are just related to the faction itself.
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"Folks, I don't trust children. They're here to replace us."
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RollingWave
Adventuring Hero
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posted November 30, 2011 04:30 AM |
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Quote: I don't like the idea that for instance Sanctuary should get some racial water spells. I am all in for more racial diversity, but I don't like that a faction like Sanctuary is encouraged more than other factions to always go for Water/Air magic.
Personally my way of adding racial diversity for all factions would be to add some kind of talent tree.
It would contain perks which improves your factions, and for each level you would have three choices.
For instance, if your Hero reaches level 5, your faction would reach a new Racial level. You would get to choose between one of three perks and for a tier that would be about improving your creatures, the choices could look like this:
A. Flight of the Kirin: Allows your Kirins to fly.
B. The Grace of Water: Mizu-Kami gains Immaterial (moves through objects) and Mist Trail (Kirin's ability).
C. Wrath of the Kappa King: Allows you to use Leap in any direction and it increases the survivability of the Kappa.
I like those ideas, though Kappa's already the best Sanctuary unit to be honest, no matter if you play might or magic. most of the Sanctuary fight start with just reinforce kappa and leap -> one stack devastated and 2 more badly damaged.
Teleport depends on factions, for Necro / Sanctuary magic heroes it is very VERY good to have. Sanctuary because a. they have no fliers which screws them quite hard in siege and b. using it with Kappa can let you land perfect leaps often. while Necro because the combination with teleport and freezing web is crazy good and also teleport with Lamasu has it's uses as well. I think teleport itself is fine, it's just faction dependent. I guessss if you really want to buff it be able to teleport enemy stacks as well? though that would be quite imbal, say against Necro you just teleport their lich to you righ off the bat...
At the moment mass haste / mass slow seems a bit underwhelming. haste is like a weaker rush (though it does last longer) . Mass haste is just blah right now. I'd suggest making them either a blood / tear path spell (one blood one tear) and so high level heroes can gain additional movement for them? these use to be some of the gayest spells in Heroes. now it's blah.
Also, warlord's command isn't bad, but doesnt' seem to be more useful than Rush in most cases, have anyone tried this yet? I tried once where I used it on a waiting unit and it seem to crashed the game. does it in reality say... work for things like Griffin Dive / Gating in progress etc?
A side note, Honor 4 seems very underwhelming relative to the other #4 spells. additional chill effect? really? compared to heal 28% total health or mass heal or no retaliation (I know it doesn't work right now but assuming it does) or instant gating with larger stacks?
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Miru
Supreme Hero
A leaf in the river of time
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posted November 30, 2011 07:36 AM |
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Quote: @Miru
Felun is right, stone skin doesn't do like what the tooltip said. It give bonus defence, just like ice armor, but stone skin gives higher bonus.
Meditation is bugged i think, so does the +magic power skill, sometimes it increase your hero stat, sometimes it doesn't.
The amount of defense is incredible. With the same spell power Stoneskin (says) it does half again what weakness does. Most spells are like 20% boosts when stoneskin (says) it is about 35%. I didn't do the math to see exactly how much it was doing, but between that, my heroes defense, and the units defense, my units were in the 50 - 70% damage reduction range at the end of the necro campaign.
Again, I'm not sure what it is supposed to do, but what it does do (half again your current mana) and what the tool tip says it does (restore 15% max mana) are completely rigged. Even without the 20SP bonus that means anywhere from 30 - 100+ free mana per battle (I was getting almost 200, but that was the campaigns). You can attack threat level low creeps to restore mana, and then spam 40 mana spells in threat level high battles. Magic is supposed to be limited by mana, and its far to powerful without that limit.
Quote: Time stasis is fine as it is, not overpowered at all, now if you nerf it, what good does the tier 3 tear tree of prime magic have? none.
Besides, it is dispellable and you can make your forces immune to that using mass purity. It has its counter, so it is not overpowered at all.
Do keep in mind, that buffs and debuffs both the mass version or the single version have cooldown in this game, unlike the previous heroes games. What i mean is, in previous heroes games, when your buffs or debuffs are dispelled you can cast it again in next turn, but it doesn't work like that in heroes 6.
Again, I can take on deadly creeps, no losses, with Time Stasis. It needs .5 - .7 turn nerf.
Arcane Exaltation, Magic Affinity and Meditation are all good and implosion is ok, which is about as good as any other school.
Mass purity can only be cast once, and people are not as likely to take purity and purge since they are only useful against your heroes.
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.
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forest001
Known Hero
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posted November 30, 2011 11:07 AM |
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Quote:
Again, I can take on deadly creeps, no losses, with Time Stasis.
if you think that changes based on stuff like that will bring balance then i'm speechless
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ChaosDragon
Famous Hero
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posted November 30, 2011 07:35 PM |
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So do i.
@Miru
I'll say this to all players then, not just you.
Balance in heroes games is always hero vs hero, in that case, player vs player, or to a lesser extent, player vs ai hero (not creep), but part of this is the problem with the coding of the ai.
Stone skin is already fine, boosting defence from 50 to 70% is already fine, like Felun said, the higher your defence, the lesser it increase.
Stone skin is vulnerable to dispell.
Other reason? It act as equalizer againts might hero, might hero can reach 70% defence too. Example of this: in case most your units are behind in initiative againts him/her, then stone skin act as equalizer, you lose in term of initiative, you lose in term of might power and defence, in this example your might defence might differ about 20%, but stone skin can balance it, although perhaps not +20%, but even close to it is always better than 20% less.
Nerfing stone skin will destroy its purpose, why? look to ice armor, it gives almost the same amount of bonus defence, the higher your defence the lesser the bonus difference between ice armor and stone skin, but ice armor grants chilled effect, this is important to note. i repeat, important to note.
Time statis is dispellable, and it has long cooldown, i repeat, long cooldown, even if mass purity is 1 charge use, after your time stasis is dispelled by it, you wait few turns without it, you can also dispel it by dispel spell which is not 1 charge use.
And why not take mass purity, it's one of the best late game spell in light magic tree. Another tips, mass purity grants your units immunity againts kirin hail storm aura, which is almost always kill 60%-90% of your stack, even champion tier of equal number in case your enemy succeed to field kirins.
Mass purity also act like mass dispell againts bad effect, so in case you succeed to put your time statis, puppet master, mass weakness etc to your opponent, as soon as he cast this, it all gone and his troops are immune to your curses, yet he can still buff them. This is why mass purity is 1 charge use, because if you use it in the right time, it is a very good spell.
But mass purity is also dispellable, i never test purge on it, but i guess purge can dispell it too.
As for Purge, same as mass purity.
Time stasis is not overpowered at all, they are fine as it is. Almost everything in this game has its counter.
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feluniozbunio
Promising
Supreme Hero
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posted November 30, 2011 11:51 PM |
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Only skills that come to my mind i would consider overpower are pressed attack, ghosts 50% invulnerability from the beginning of combat and necro mage starting bonus that gives you 3 mana per dead stack. There are many more underpowered skills i can think of but im too lazy to write them down.
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Miru
Supreme Hero
A leaf in the river of time
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posted December 01, 2011 02:10 AM |
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Quote: So do i.
@Miru
I'll say this to all players then, not just you.
Balance in heroes games is always hero vs hero, in that case, player vs player, or to a lesser extent, player vs ai hero (not creep), but part of this is the problem with the coding of the ai.
Yes I understand that, but the majority of the battles in the game are vs creeps, and you opponent may not have access to stone skin or time stasis.
Quote: Stone skin is already fine, boosting defence from 50 to 70% is already fine, like Felun said, the higher your defence, the lesser it increase.
Stone skin is vulnerable to dispell.
Other reason? It act as equalizer againts might hero, might hero can reach 70% defence too. Example of this: in case most your units are behind in initiative againts him/her, then stone skin act as equalizer, you lose in term of initiative, you lose in term of might power and defence, in this example your might defence might differ about 20%, but stone skin can balance it, although perhaps not +20%, but even close to it is always better than 20% less.
Nerfing stone skin will destroy its purpose, why? look to ice armor, it gives almost the same amount of bonus defence, the higher your defence the lesser the bonus difference between ice armor and stone skin, but ice armor grants chilled effect, this is important to note. i repeat, important to note.
Dude, going from 35% to 70% total defense from ONE level up point is over powered, and a might hero cannot match that. A might hero might put EVERYTHING into defense and offense and match the magic hero who used two skills. Also it grows at a rate of X^2.5, not as high as hyperbolic, but it is still growing at more than parabolic. Stone skin doesn't need to be nerfed to be equal to ice armor, just not so powerful. It is one skill point, it shouldn't add up to all of the might heroes defensive abilities. And again, creeps can't dispel and not all heroes do. Many might heroes won't. One skill should not be bringing a magic hero on terms with everything a might hero has.
Quote: Time statis is dispellable, and it has long cooldown, i repeat, long cooldown, even if mass purity is 1 charge use, after your time stasis is dispelled by it, you wait few turns without it, you can also dispel it by dispel spell which is not 1 charge use.
And why not take mass purity, it's one of the best late game spell in light magic tree. Another tips, mass purity grants your units immunity againts kirin hail storm aura, which is almost always kill 60%-90% of your stack, even champion tier of equal number in case your enemy succeed to field kirins.
Mass purity also act like mass dispell againts bad effect, so in case you succeed to put your time statis, puppet master, mass weakness etc to your opponent, as soon as he cast this, it all gone and his troops are immune to your curses, yet he can still buff them. This is why mass purity is 1 charge use, because if you use it in the right time, it is a very good spell.
But mass purity is also dispellable, i never test purge on it, but i guess purge can dispell it too.
As for Purge, same as mass purity.
Time stasis is not overpowered at all, they are fine as it is. Almost everything in this game has its counter.
Time stasis is a one-shot, no cooldown, otherwise I would be typing in all caps at how powerful it is.
Time stasis is only dispellable by magic heroes with light magic, if they take it. That is significantly less than half of all heroes.
And still you seem to miss that I mainly use it on creeps. It is really really good against heroes, but overpowered vs champion creeps. It, like stoneskin, is worth much more than a single skill point.
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted December 02, 2011 02:55 PM |
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Maybe they plan to add faction specific skills in the current skill build as there are gaps for more (well except under Prime magic which is full up!)
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httassadar
Adventuring Hero
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posted December 02, 2011 03:04 PM |
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Quote: Only skills that come to my mind i would consider overpower are pressed attack, ghosts 50% invulnerability from the beginning of combat and necro mage starting bonus that gives you 3 mana per dead stack. There are many more underpowered skills i can think of but im too lazy to write them down.
Two abilities that I can't understand why are thought to be overpowered.
One is pressed attack. In H5, your hero spends half turn to use it and it stays forever, but now it is full turn and is active for just 3 attacks (instead of 2 turns which is a bug I think) -- Roughly your hero damage is about 0.5 of the stack damage, so one hero attack = 0.5/7 = 7% of total army damage, for 3 times only -- you can easily achieve that from other abilities.
The other one is reinforcement (and other abilities that lvl 2 and lvl 3 don't increase power, but let you use it on t2 and t3 units, eg Haven faction ability). 3 ability points for an ACTIVE ability to increase your army by 4%? I can get HP +8% PASSIVE with that
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feluniozbunio
Promising
Supreme Hero
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posted December 02, 2011 03:47 PM |
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The thing with pressed attack is that its damage is much bigger then regular hero attack. If it was the same , it would have been ok skill i guess. Now its not just ok, 3 activations of pressed attack deal way more damage then good mage spells and it costs no mana.
Reinforcements arent op. Reinforcements 1 in my opinion is good skill in general. Taking reinforcements 2 and 3 has little sense because it doesnt increase the power of troops you get. It only gives you ability to use it on higher tier creatures, which is not enough in my opinion for whole another skill point. Moreover when you take both reinforcements you still can use it only once. Wasted skill most of the time. Only purpose that i can think of where it can be useful is to use it on centaurs who gets attacked first most of the time or vampires when you use hero with vampire bonus.
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